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  1. #1
    Peter6661's Avatar
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    Yeehaw

    Wink Optimisation of my Rainbow GlowESP

    Someone help me omtimise this Cheat I coded a couple of Days ago, took me a long time to get everything working, but it is sitting at about 6% CPU usage and it also flickers from time to time. (Any yes, this is using Hazedumper Offsets and MemMan-_-)

    main file:

    Code:
    #include <Windows.h>
    #include <iostream>
    #include "MemMan.h"
    #include "csgo.hpp"
    #include <random>
    #include <ctime>
    
    using namespace std;
    
    MemMan MemClass;
    
    namespace hazedumper{};
    
    void dankmemes()
    {
    	float pJunkcode = 53534535311453;
    	pJunkcode = 134111115345342;
    	if (pJunkcode = 17135353742425)
    		pJunkcode = 183867111111425;
    	pJunkcode = 17323542351425;
    	pJunkcode = 111745744551;
    	if (pJunkcode = 3492234276357454);
    	pJunkcode = 23048423764548943;
    	pJunkcode = 4393464590453;
    	if (pJunkcode = 1714232325)
    		pJunkcode = 1858912425;
    	pJunkcode = 17326342925;
    	pJunkcode = 43578645246534;
    	if (pJunkcode = 34921553463525534);
    	pJunkcode = 223455347478943;
    	pJunkcode = 4395345347453;
    	if (pJunkcode = 1735357254425)
    		pJunkcode = 18345656543425;
    	pJunkcode = 1732464565465;
    	pJunkcode = 435789553516534;
    	if (pJunkcode = 3495353535745789474);
    	pJunkcode = 2304864564568943346;
    	pJunkcode = 439064564610453;
    }
    
    void dankmemes4()
    {
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    }
    
    struct offset
    {
    	DWORD localPlayer = hazedumper::signatures::dwLocalPlayer;
    	DWORD entityList = hazedumper::signatures::dwEntityList;
    	DWORD dwGlowObjectManager = hazedumper::signatures::dwGlowObjectManager;
    	DWORD glowIndex = hazedumper::netvars::m_iGlowIndex;
    	DWORD team = hazedumper::netvars::m_iTeamNum;
    } offset;
    
    struct variables
    {
    	DWORD localPlayer;
    	DWORD gameModule;
    } val;
    
    bool runglow = true;
    
    float red = 2.0f;
    float green = 0.0f;
    float blue = 0.0f;
    float add = 0.0078125f;
    
    bool greenFin = false;
    bool blueFin = false;
    bool tranFin = false;
    bool run = true;
    bool skip = false;
    
    float sum(float a, float b) {
    	return a + b;
    }
    
    float sum1(float a, float b) {
    	return a - b;
    }
    
    int main()
    {
    	int procID = MemClass.getProcess("csgo.exe");
    	val.gameModule = MemClass.getModule(procID, "client_panorama.dll");
    	val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
    	dankmemes4();
    	if (val.localPlayer == NULL)
    		dankmemes4();
    	while (val.localPlayer == NULL)
    		dankmemes4();
    	val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
    
    	while (true)
    	{
    		dankmemes4();
    		DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
    		int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
    		if (GetAsyncKeyState(VK_HOME) & 1)
    		{
    			runglow = !runglow;
    			val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
    			int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
    		}
    		
    		if (runglow == true) {
    			for (short int i = 0; i < 64; i++)
    			{
    
    				dankmemes4();
    				DWORD entity = MemClass.readMem<DWORD>(val.gameModule + offset.entityList + i * 0x10);
    				DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
    				if (entity != NULL)
    				{
    					dankmemes4();
    					int glowIndx = MemClass.readMem<int>(entity + offset.glowIndex);
    					int entityTeam = MemClass.readMem<int>(entity + offset.team);
    					val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
    					int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
    					if (myTeam == entityTeam)
    					{
    						dankmemes4();
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), 0.0f);
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), 2.0f);
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), 0.0f);
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
    					}
    					else
    					{
    						dankmemes4();
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), 2.0f);
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), 0.0f);
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), 0.0f);
    						MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
    					}
    					MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x24), true);
    					MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x25), false);
    					dankmemes4();
    					
    				}
    				dankmemes4();
    			}
    			Sleep(1);
    		}
    
    		if (runglow == false) {
    			while (runglow == false) {
    				if (GetAsyncKeyState(VK_HOME) & 1)
    				{
    					runglow = !runglow;
    					red = 2.0f;
    					green = 0.0f;
    					blue = 0.0f;
    					greenFin = false;
    					blueFin = false;
    					tranFin = false;
    					skip = false;
    					run = true;
    				}
    
    				run = !run;
    				skip = false;
    				if (greenFin == true && red >= 2.0f && run == true) {
    					skip = true;
    				}
    				if (run == true && skip == false) {
    					if (green < 2.0f && red <= 2.0f && red >= 0.0f && run == true && greenFin == false){
    						if (green >= 0.0f) {
    							green = sum(green, add);
    							red = sum1(red, add);
    						}
    						run = !run;
    						Sleep(1);
    					}
    					else if (run == true && green == 2.0f) {
    						greenFin = true;
    					}
    
    				}
    				skip = false;
    				if (blueFin == true && green >= 2.0f && run == true) {
    					skip = true;
    				}
    				if (run == true && skip == false) {
    					if (blue < 2.0f && green <= 2.0f && green >= 0.0f && run == true && blueFin == false){
    						if (blue >= 0.0f) {
    							blue = sum(blue, add);
    							green = sum1(green, add);
    						}
    						run = !run;
    						Sleep(1);
    					}
    					else if (run == true && blue == 2.0f) {
    						blueFin = true;
    					}
    
    				}
    				skip = false;
    				if (tranFin == true && blue >= 2.0f && run == true) {
    					skip = true;
    				}
    				if (run == true && skip == false) {
    					if (blue <= 2.0f && red <= 2.0f && blue >= 0.0f && run == true && tranFin == false) {
    						if (blue >= 0.0f) {
    							red = sum(red, add);
    							blue = sum1(blue, add);
    						}
    						run = !run;
    						Sleep(1);
    					}
    					else if (run == true && red >= 2.0f) {
    						tranFin = true;
    					}
    				
    				}
    				if (tranFin == true) {
    					greenFin = false;
    					blueFin = false;
    					tranFin = false;
    					red = 2.0f;
    					green = 0.0f;
    					blue = 0.0f;
    				}
    				skip = false;
    				for (short int i = 0; i < 64; i++)
    				{
    
    					dankmemes4();
    					DWORD entity = MemClass.readMem<DWORD>(val.gameModule + offset.entityList + i * 0x10);
    					DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
    					if (entity != NULL)
    					{
    						dankmemes4();
    						DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
    						int glowIndx = MemClass.readMem<int>(entity + offset.glowIndex);
    						int entityTeam = MemClass.readMem<int>(entity + offset.team);
    						val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
    						int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
    						if (myTeam == entityTeam)
    						{
    							dankmemes4();
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), red);
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), green);
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), blue);
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
    						}
    						else
    						{
    							dankmemes4();
    
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), red);
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), green);
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), blue);
    							MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
    						}
    						MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x24), true);
    						MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x25), false);
    						dankmemes4();
    
    					}
    				}
    				dankmemes4();
    			}
    		}
    	}
    	Sleep(1);
    	return 0;
    
    }
    Last edited by Jhem; 08-07-2019 at 10:51 PM.

  2. #2
    I love myself
    나도 너를 사랑해

    Former Staff
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    Jhem's Avatar
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    Try this one.
    Code:
    }
    	Sleep(1);
    into
    Code:
    	Sleep(100);
    }

  3. #3
    Peter6661's Avatar
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    Yeehaw
    Well, that didn't change anything, but thanks for the help anyway.
    Last edited by Peter6661; 08-08-2019 at 03:39 AM.

  4. #4
    onerisss's Avatar
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    Try add Sleep(1) to

    Code:
    void dankmemes4()
    {
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    	dankmemes();
    }

  5. #5
    Peter6661's Avatar
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    Yeehaw
    That just makes it run really slow and it also flickers at every iteration. I think I will rework my read and write ProcessMemory to save the values inside of a byte array. Have heard that that makes it a lot faster.

  6. #6
    agentsix1's Avatar
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    Something I noticed is you are calling
    Code:
                                                    DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
    						int glowIndx = MemClass.readMem<int>(entity + offset.glowIndex);
    						int entityTeam = MemClass.readMem<int>(entity + offset.team);
    						val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
    						int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
    more than you need. you really only need to call these once while inside the while loop. Loading memory values multiple times can cause preformance issues.


    A side note if you have a shitty computer. Regardless of what you do you will likely get minimal flicker.

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